BACC Gameplay Rules & Restrictions
A friendly reminder that my rules were adapted from The Oceanside Project BACC rules for The Sims 2.
Rotational Gameplay
You will play each household for one season before switching to the next family. I prefer to keep notes on what happens each round in case I take a break and forget what I had going on in each home.
Premades + Townies
Your sims should not associate with any game generated townies or premade sims (including pets). Your sims may not romance, befriend, or marry these sims and should avoid socializing with them unless absolutely necessary.
New Families
One new randomly generated family moves into the save after every 3 rounds. This family can be made up of any combination of sims (up to 4 sims in a household) but their traits should all be randomly determined. These sims cannot be supernatural (alien, vampire, etc.)
For every community lot that opens, 1 new randomized CAS sim can be added to the town.
Community Lots - Publicly Owned
Improvements (new items, landscaping, building renovations, etc.) comes out of the treasury funds.
Community Lots - Privately Owned
Improvements (new items, landscaping, building renovations, etc.) comes out of the lot owner's family funds.
Lot Traits
Each household can take $10,000 out of their household funds to purchase a lot trait. Purchase up to the maximum number of lot traits per lot. Once a lot trait has been chosen, it can be changed again by the household for $15,000. This money does not go towards the Treasurer, it is just removed from the household funds.
Berry Genetics
Since my game does not generate CC genetics accurately, I take into account the skin tone, hair, and eye color of a toddler’s parents and grandparents. I write down all of these colors and then use a randomizer to determine what genetics the child has.
Aspirations, Maxing Skills + Collections
For every aspiration completed by a sim, add $20,000 to the sim’s personal bank account from the Treasury. Sims may only earn the monetary reward for completing an aspiration once in their lifetime.
Sims receive $1,000 from the Treasury when they max a skill (excluding Toddler skills). This money is added to the sim’s personal bank account.
When a household completes a section of collectables, add $1,000 to the household funds from the Treasury.
University
Potential university students must have at least 10 total skill points to apply.
Supernatural Sims
Supernatural sims of any type may start a club after paying $10,000 to the Treasurer. See the Club Leaders section on the Careers page for more information.
Erratic Sims *Optional*
If a sim rolls the Erratic trait, you can no longer directly control them. They are left to the autonomy gods now!
Services
Taxes
Every Monday, take 10% of the current household funds and transfer them to the Treasurer’s household funds. 10% of that amountwill go to the Treasurer as their salary for the week. The Treasurer, Club Owners (see Clubs section below), the owner of the Senior Home, and the owner of the Orphanage are exempt from paying taxes.
Every Monday, the Treasurer takes money from the treasury and pays $500 per senior and $500 per child to the Senior Home and Orphanage owners.
Personal Banking
Each sim in my game has their own personal bank account courtesy of the SNB mod. Money that sims earn goes directly into their bank accounts which can then be transferred into the household funds. Household funds are used for paying bills, renovating the home, decorating, etc.
When a sim dies, their personal bank account money goes into the household funds automatically. This amount can either be left in the household funds or removed and split amongst anyone that you feel the deceased had strong relationships with (spouse, children, family, friends, etc.)
Random Events
Money earned through random events via school, career or otherwise can go directly into the sim's personal bank account.
Clubs
Any Insider or Magical sim can spend $10k to start their own club. To join a club, club members must pay the Club Leader $1,000. Every Monday, each club member will pay the Club Leader a $250 donation. Club Leaders are exempt from weekly taxes. Club Leaders may spend $50k to open a Clubhouse. If a club member misses 2 weekly donations in a row, they are removed from the club.
Rotational Gameplay
You will play each household for one season before switching to the next family. I prefer to keep notes on what happens each round in case I take a break and forget what I had going on in each home.
Premades + Townies
Your sims should not associate with any game generated townies or premade sims (including pets). Your sims may not romance, befriend, or marry these sims and should avoid socializing with them unless absolutely necessary.
New Families
One new randomly generated family moves into the save after every 3 rounds. This family can be made up of any combination of sims (up to 4 sims in a household) but their traits should all be randomly determined. These sims cannot be supernatural (alien, vampire, etc.)
For every community lot that opens, 1 new randomized CAS sim can be added to the town.
Community Lots - Publicly Owned
Improvements (new items, landscaping, building renovations, etc.) comes out of the treasury funds.
Community Lots - Privately Owned
Improvements (new items, landscaping, building renovations, etc.) comes out of the lot owner's family funds.
Lot Traits
Each household can take $10,000 out of their household funds to purchase a lot trait. Purchase up to the maximum number of lot traits per lot. Once a lot trait has been chosen, it can be changed again by the household for $15,000. This money does not go towards the Treasurer, it is just removed from the household funds.
Berry Genetics
Since my game does not generate CC genetics accurately, I take into account the skin tone, hair, and eye color of a toddler’s parents and grandparents. I write down all of these colors and then use a randomizer to determine what genetics the child has.
Aspirations, Maxing Skills + Collections
For every aspiration completed by a sim, add $20,000 to the sim’s personal bank account from the Treasury. Sims may only earn the monetary reward for completing an aspiration once in their lifetime.
Sims receive $1,000 from the Treasury when they max a skill (excluding Toddler skills). This money is added to the sim’s personal bank account.
When a household completes a section of collectables, add $1,000 to the household funds from the Treasury.
University
Potential university students must have at least 10 total skill points to apply.
Supernatural Sims
Supernatural sims of any type may start a club after paying $10,000 to the Treasurer. See the Club Leaders section on the Careers page for more information.
- Witches + Wizards - Glimmerbrook must be unlocked. Any sim who has maxed all toddler and child skills while growing up are eligible to practice magic. If a child is born to a witch/wizard, they only need to max their toddler skills to be able to practice magic.
- Aliens - If a sim meets an alien on Sixam or at an Aliens Night community lot event and befriends them, they may move into the household and be romanced.
- Vampires - Forgotten Hollow must be unlocked. Vampires must randomly roll one of the vampire aspirations.
- Mermaids - Sulani must be unlocked. Any sim with the Child of the Ocean trait can become a mermaid.
Erratic Sims *Optional*
If a sim rolls the Erratic trait, you can no longer directly control them. They are left to the autonomy gods now!
Services
- Smoke Alarms + Firefighters - Not available for purchase until 3 housefires have happened in the save.
- Gardening Service - After the 1st calendar year (4 seasons) once there is a sim with max gardening, the neighborhood can hire gardeners.
- Maid Service - After the 1st calendar year (4 seasons) the neighborhood may hire maid services.
- Repair Service - After the 1st calendar year (4 seasons) once there is a sim with max handiness, the neighborhood may hire the repair service.
- Adopting Children - Children can only be adopted through the Orphanage.
- Pets - Pets must be adopted from the Animal Shelter, not through the phone. Small pets and fish tanks may be purchased at any time. Pets may not be sold through the phone. Pets can be sold to other families directly for a fee of $500 or given back to the Animal Shelter if there is empty space there.
- Nanny - Available after a sim maxes the babysitter career track.
- Butler - Available to any household with a home worth over $500,000.
- Pizza Delivery - Available after a sim maxes the fast food career track.
- Massage Therapist - Available after the spa is open and a sim maxes the Wellness skill.
Taxes
Every Monday, take 10% of the current household funds and transfer them to the Treasurer’s household funds. 10% of that amountwill go to the Treasurer as their salary for the week. The Treasurer, Club Owners (see Clubs section below), the owner of the Senior Home, and the owner of the Orphanage are exempt from paying taxes.
Every Monday, the Treasurer takes money from the treasury and pays $500 per senior and $500 per child to the Senior Home and Orphanage owners.
Personal Banking
Each sim in my game has their own personal bank account courtesy of the SNB mod. Money that sims earn goes directly into their bank accounts which can then be transferred into the household funds. Household funds are used for paying bills, renovating the home, decorating, etc.
When a sim dies, their personal bank account money goes into the household funds automatically. This amount can either be left in the household funds or removed and split amongst anyone that you feel the deceased had strong relationships with (spouse, children, family, friends, etc.)
Random Events
Money earned through random events via school, career or otherwise can go directly into the sim's personal bank account.
Clubs
Any Insider or Magical sim can spend $10k to start their own club. To join a club, club members must pay the Club Leader $1,000. Every Monday, each club member will pay the Club Leader a $250 donation. Club Leaders are exempt from weekly taxes. Club Leaders may spend $50k to open a Clubhouse. If a club member misses 2 weekly donations in a row, they are removed from the club.